"Unreal Engine 5.3 Action RPG Engine" with 3D Open-World, 3D Ancient Warriors, Blueprint and C++ Scripting, Landscape Editor, Animation Classes, AnimGraphs, Enemy AI, HD Raycasting, RPG Stats and RPG Hud GUI, and HD Game Movie Project with Video Sequencer
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"Unreal Engine 5.3 Action RPG Engine" is a Unreal Engine 5.1 Project Template for developing Real-Time Strategy and RPG games.
- Unreal Engine 5.1 HD raycasting and illumination
- Unreal Engine Landscape Tool Editor and Blueprint scripting for level interaction and exploration using the Unreal World Partition
The Sequencer Game Movie Level is in MovieSceneMap (UnrealRPGProject2\Content\EnvironmentPack2\Maps). Select the Sequence Camera in the World Outliner and Open the sequencer from the Details panel. You should have a track for the Actor and the Cine Camera where you can lock the LocRotScale parameter of the Actor (or other game objects in the level). You can refresh the Thumbnails by right clicking on its track and choosing Thumbnails->Refresh. Pressing Play (in the Playback controls) shows the sequence camera trajectory and the Actor animation and physical movement. You can insert new Animation sequences for the Character Actor by right-clicking on the Actor track and selecting a new animation from the Animation category (such as Idle, running, walking or attacking). You can position and oriet (LocRotScale) the Actor and from the World Viewport and then locking it in the timeline of the Actor Track by clicking the Actor Tracking (Name Label) and pressing “Enter”. Press the Generate RenderMovie to generate an .AVI (or .MP4) in a chosen output folder.
Instructions -
The C++ source files are stored in C:\Users\Andrew\UnrealProjects\UnrealRPGProject2\Source\ and the Visual Studio C++ solution is UnrealRPGProject2.sln. You can open the Visual Studio C++ solution from the Windows Explorer independently from the Unreal Editor.
Remember to Build the Level and Lighting (Build HLODs) for the textures to show up in the Level Editor Viewport. Ctrl+Alt_F11 to initiate the "Live Coding" Building Syncing for Visual Studio and Blueprint. Right Click on World Partition and Load Maps to load the Desert Level.
Game Actors come with a Blueprint (filename suffixed BP which can be opened in the Blueprint Editor) alongside the C++ Actor class counterpart. To use the Hell Hound Blueprint (Enemy Actor), right click it in the Content Browser and choose "Reload" (located in the Wolf Folder). The player character “Ancient Warrior” is stored in the Character Folder.
The game levels are ThirdPersonMap and MainMap (a Forest Canyon and a Canyon Level), the Visual Studio C++ Project Solution is the UnrealRPGProject2.sln solution which contains some custom C++ Actor Class code (Player Controller, AI and some GUI interface Code) and the Blueprint Visual Node scripts are stored in MyBlueprints folder for level interaction (switches, pickups and objective points).